A HUFFLEPUFFs notes charms
For first years
Last Updated
11/08/22
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Lesson three
Chapter 3
Wand Properties and Movements
Mr Ollivander introduces his notes on wand woods thus:
"Every single wand is unique and will depend for its character on the particular tree and magical creature from which it derives its materials. Moreover, each wand, from the moment it finds its ideal owner, will begin to learn from and teach its human partner. Therefore, the following must be seen as general notes on each of the wood types I like to work with best, and ought not to be taken to describe any individual wand."
"Only a minority of trees can produce wand quality wood (just as a minority of humans can produce magic). It takes years of experience to tell which ones have the gift, although the job is made easier if Bowtruckles are found nesting in the leaves, as they never inhabit mundane trees. The following notes on various wand woods should be regarded very much as a starting point, for this is the study of a lifetime, and I continue to learn with every wand I make and match." *
A wand's core material is always made from some part of another magical being. While different materials produce different types of wands, any Ollivander wand in recent memory has been made from only three: unicorn tail hair, dragon heartstring, and phoenix feather. Other material (such as kelpie mane, veela hair, troll whisker, dittany stalk, or kneazle whisker) either possesses insufficient power or has a considerable drawback. Veela hair, for example, produces wands that are temperamental. Wands with these cores are usually only found when a witch or wizard has had to inherit one from a family member, though some wand makers may still use them on occasion.
There is never more than one core in a wand. The core is, in some ways, a representation of the creature who gave it. In a few experimental cases, wand makers have tried to put two cores in a wand to increase the power. A wand with multiple cores would have multiple objectives or potentially work for multiple purposes. This not only renders the wand weaker but, in cases where the wand's cores are in direct conflict, can cause the wand to violently explode.
Wand Movements
As you have seen in your practice of the various types of “Flight” Charms, wand movement is one of the most essential components of any successfully cast spell. Almost all spells that require a wand also require a series of wand motions. Some describe the shaping of the magic and therefore its effect, while others act to indicate the target of the effect.
Almost all targeted spells require that your wand be pointed toward your target at the end of the movement, a concept that can be unfamiliar. Instead of making the wand motions in front of you, where your wand might end up on one side or the other, you need to become familiar with moving your wand in such a way that it is pointed in the intended direction.
There are many different types of wand gestures just as there are many different kinds of incantations. Some spells require a swish, some a flick, while others both. Some simply require a jab of your wand while others may require a wave, or many waves. An experienced spellcaster can be capable of shaping the magic within their mind, but this also requires years of training and effort.
Magical Limitations
It’s important to note that one of the greatest limitations of magic is the intricacy with which each individual spell is cast. For every spell you intend to remember you must memorize the precise words and wand movements, and if necessary direct the magic toward the proper target, concentrate on the correct thoughts, feelings and desires, and even then you may need sufficient power.
The Mending Charm
The Mending Charm
Incantation: Reparo (‘reh-PAH-roh’)
Wand Movement: Inward pointed spiral, continued until the object is fully repaired
Willpower: Minimal
Concentration: High; Visualization of the repaired object should be maintained until the object is repaired
The Unlocking Charm
Unlocking Charm
Incantation: Alohomora (‘al-LOH-ha-MOR-ah’)
Wand Movement: Backward S curving up at the end
Willpower: None for simple mechanical locks; minimal to very high for locks ranging from complex mechanical to complex magical.
Concentration: Visualization of yourself unlocking the lock